JAJ

The Chain Game is for anyone who wants to play along, we are going to start a game from the beginning and take it to 100%. Please read the Rules/Guidelines before you start to play.The Rules/Guidelines are here so that the game can progress and everyone can have an enjoyable experience while making a contribution to its completion.

Joining the Chain Game is easy and new players are always welcome. If you're new and want to plunge right in, simply follow the Quick Start Guide for now and read the complete set of rules later. You're excused for now, but eventually you'll have to...

Wait until 3 other turns have been completed before calling another mission.

If 6 hours pass without another gamer calling a mission, then the 3 mission rule is reset & anyone may call a turn. This does NOT mean to wait 6 hours between personal mission/turn calls.

Time limit to complete the mission is 3 hours. We will use the post time in the topic. The timer starts when a mission is called. After 3 hours and the caller has not posted, it's a forfeit and anyone else may call a mission.

The caller may call a forfeit. The forfeiter should wait at least one turn before calling another mission/turn. The forfeited turn will not count towards the '3-mission' rule.

In the event of two gamers calling a mission the first one does the called mission.

Mission strategy is up to the caller - just don't use cheats/trainers.

Do not save after getting busted or wasted.

The caller may purchase/collect items (weapons, etc.), eat, dress, date, get a tattoo, workout & get a haircut for CJ.

The caller may do any non-named missions/collections/deliveries in the 3 hours. Please report any extra stuff in the Notes section.

The caller doesn't have to call a mission when all they want to do for example is collect/do 25 tags, or do the Vigilante mission. In that case, just call a turn, but remember that the 3 hour time limit will still apply.

A request to all players:Please try to post the completion percentage from the stats after you have completed your turn. This will help in putting together the stats at the end of the round (stats by girishb). The completion % can be found in STATS/MISC.

Suggestions:

Do not fail a mission unless it's to collect a special vehicle (BP/DP/EP/FP). If a special vehicle has been collected, let us know in the Notes section.

Try to keep the safe house saves minimal.

Avoid known glitch situations - taxi for example, and basketball (in other words do NOT save at Madd Dogg's mansion), though you may use the the one for "NRG-500" and the Ammu-Nation glitch (but remember that some players like to see the clip count which disappears when the ammo exceeds 9999).

Try to save with full armor.

Collect ammo when possible.

Save close to available missions when possible.

Let’s try to have the last save for 100% be "End of the Line”, so let’s try to get everything else done before that.

"Lame Missions":Some missions are Named Missions although they are in fact only cut scenes without any action going on. These missions *are now Free Missions* and can be combined with any other one Named Mission. --> Examples: Verdant Meadows, Fish in a Barrel

Stadium Events:All Stadium Events *are now Free Missions* and can be combined in any number with any other one Named Mission.

Race Tournaments:With the exception of the 3 races you do within the storyline (Lowrider, Badlands A/B), all races *are no longer Named Missions*.--> You can do up to 3 races if you don't do a Named Mission as well.--> You can do 1 race if you also do a Named Mission. (Thanks to rubregg for putting the 'Lame' missions rule together)

Maps for Collectibles:For those who would like to spray tags/collect oysters/take snapshots/gather horseshoes, you can find the program for SAMA here, it will provide relevant maps showing which ones are left.

Here is the posting format to use:Mission: Use the mission name as it appears on the screen. Don't use mission descriptions like 'that mission where you chase the jet' Called by: Use your handle.Link:Status: 'in progress' or 'completed'.Notes: anything pertinent to the mission/strategy or extra stuff done.Completion %: from stats section

Welcome to Chain Game 26. Round 26 will be the same save as the previous round. As (almost) always, it is a modified version of a version 2 save with many interesting changes/additions. We hope you will enjoy playing it as much as we've enjoyed creating it. Please remember that you should not save after being wasted/busted and instead should replay your turn if you have time.

All Chain Game officers are now equipped with a Chain Game Checker. This checks the save file for the number of cheats used, times wasted, times busted and some other things.

The major change for Round 26 is that the barriers and objects are switched so that they appear for v1 players but not for v2 players. This means that a v1 player will have to complete the missions Green Sabre, Are You going to San Fierro?, and Yay Ka-Boom-Boom.

This round features several modifications that are the results of our tests with the pedestrians of San Andreas. Expect to see some new faces in every area of the map.

While our description continues to take the form of hints and allusions, the map now contains (almost) everything. A couple of new features are left to be discovered, but 99% of the stuff that can be mapped is mapped. Also, a full feature list is on the way and might be posted later in the topic. Note that the map now displays the rubregg Cheetah in its standard location as he is home recuperating.

Changes from the unmodified game:

Vehicles

Exports, and most mission-unlocked vehicles available at the start of the game; export spawns should still disappear once the car is exported

Some changes to export vehicle locations to resolve conflicts with other parked vehicles; in all but one case (the Sanchez) the new location is quite close to the original one.

Some minor changes to school rewards, airstrip vehicles, SF fire trucks, and a couple other cars to resolve conflicts as well. Most of these changes appeared in Round 19 as well.

Some original vehicles have been tweaked to spawn a little more reliably such as the Maverick on the LS Skyscraper or parked cars near safe houses. Caution: Some vehicles may spawn suddenly; it is not a good idea stand in the exact location of a missing vehicle.

You might find a green-colored vehicle in your garage; such vehicles are specially designed to help with certain tasks...

An entire new set of additional vehicle spawns have been added to the map; some enabled right away, and others will appear as the game progresses. A couple will be familiar from previous rounds but most will be new and different. Where are they? -- you'll just have to look around and see.

In order to improve stability, some of the less useful original vehicles have been removed. These include some of the Karts as well as some vehicles which have another of the same type very close by. For example, rather than having two Dodos right next to each other, you may only see one of them now.

Pickups

Three adrenaline pills have been added in Los Santos

Jetpacks are available in each of the three major cities but might require some work to get to.

Several new brides have bin added all over the map.

The fixed SF Bribe from previous chain games returns to its familiar location behind the SF firehouse

Some additional pickups have been added in some other places...

To allow for new picks some standard pickups (canes) have been trimmed.

Barriers

Bridge barriers will appear for version 1 players, but probably not for version 2 players. This means that a player running the v1 executable must complete the missions Green Sabre and Yay Ka-Boom-Boom . Note that this is a change from round 23 in which the opposite situation was in effect.

As a side effect of the change, Are You Going To San Fierro can now be completed by a player with the v1 executable or a player with the v2 executiable.

Clothes

All non-special clothing available at the start.

Interiors and Missions

Bike School & Boat School available at the start; Driving School icon is visible but it will not unlock until after Wear Flowers in Your Hair

Race Tournaments available at the start. Note that SF to LV is not completable until the barrier comes down; Military Service is more difficult because of the barrier, but can be completed. Also, please do not complete Lowrider Race, Badlands A, or Badlands B until their associated missions have been passed.

Vehicle mod shops in SF and LV are open at the start but without radar icons

Crack Den is open from the start but will close once Cleaning the Hood is attempted.

Madd Dogg's Crib is open from the start but will close once Madd Dogg's Rhymes is attempted and will remain closed until "A Home in the Hills" is passed.

Vargos Gang House is open from the start but will close once Burning Desire is attempted.

The Pleasure Domes club is open from the start of the game but will close once Ice Cold Killa is attempted.

Sindacco Abattoir is open from the start but will close once The Meat Business is attempted.

Planning Department is open from the start but will close once Architectural Espionage is attempted.

Finally, a few markers may not lead where you expect them to...

Note that the Queens interior now has the LS Big House interior.

Safehouses and garages

The Johnson House is open before Big Smoke

The Redsands West property no longer has a usable garage; instead, there is a new Dock garage at Toreno's ranch which can store boats, amphibious air vehicles, and even small land vehicles. It is usable from the start and marked on radar as a "Boat Yard"; there are also some special objects at each corner of the garage marking its size.

The car garage at the airstrip is usable from the start; this is similar to how the Doherty garage is usable in the standard game. The hangar will remain inaccessible until the airstrip is purchased.

Some Pay n Sprays have increased in size and can support a greater variety of vehicles.

There is a new Pay n Spray enabled behind the LV Dance Club; it is marked on the radar and is very large, so a wide variety of things could be sprayed there...

Several garages previously used only in missions have been reassigned to more useful tasks at the start of the game.

The save disk inside Madd Dogg's Mansion has been moved to a new location in the first room on the left; saving there should now avoid the basketball glitch.

The Queens save disk has now been moved inside to the armoury.

Unique Stunt Jumps

New to this round are boat jumps. These are ramps scattered all over the map in the main water ways of San Andreas.

19 of the original jumps have been removed and replaced with new jumps; some of the new ones are fairly easy and some are extra-challenging.

2 of rubregg's "backbreaker" in foster valley have been replaced.

Please note that SAMA should now show all the jumps and record their status properly.

Zones

Some zones have been adjusted so gang wars are able to be triggered in SF and in LV.

For round 26 several of the zones have added features and added pedestrians.

Other features

Sixteen current and former Chain Game contributors have been honoured in this round; see how many references you can find.

There are a couple new ways to make money if you look around

The underwater glitch has been integrated as a feature. Note that CJ swims faster with the Frame Limiter On.

There are some new ways to travel quickly between cities

Some local property taxes have been reassessed.

Be sure to look around and check out some of the new additions before doing everything the same old way; you might find something that'll help you do, for example, early vigilante without the Hunter or HPV.

Some added features are intended to expand on what can be accomplished with 4-stars. For example, a new jump might show you how to enter restricted territory and a special vehicle may help you survive while you're there.

Some added features are intended to give an introduction to Chain Game Rallies; that discussion inspired this modification and will hopefully lead to future fun stuff

Independent Play

People who would like to play this save independently should download the version 1 or version 2 saves provided below. The chain game is using a version 2 save with a rules patch applied which these saves do not have.

For this round, the barriers and map objects should work correctly with your given version. That is, people with the v1 exe and scripts playing the v1 save should see all the barriers and objects properly. And so should people with the v2 exe and the v2 scripts. A hybrid installation is not recommended for the Independent Play saves.

Also please note that a few of our additions and changes might confuse third-party tools like trainers and save-editors so be especially careful when using them while playing these saves.

There are a few things still unmapped which will initially not appear on a feature list. Whenever new things are added we like to keep a bit of mystery about them to encourage exploration and experimentation. We hope you do some investigating, try out new things, take notice of your surroundings, and share your finds with everyone else.

We have tried to manage the balancing act of adding fun new features while making minimal changes to items from the original game. We have also worked hard to ensure that all changes function under the original game scripts without requiring any modification from the players. Hopefully you will agree that our choices were sound ones.

Your input is encouraged; please give us your comments regarding this round's features. If you don't want to post them in the topic so as not to clutter it or spoil anything for anyone else, feel free to PM either OrionSR or pdescobar. We are particularly interested in issues where new/changed vehicles or pickups are not spawning properly but any feedback is welcome.

For those who are curious, a variety of tools were used in the creation and testing of this. Pieces of this were made via a custom Darkpacted mission script made with SannyBuilder, modified IPL files, and the GTASA Control Center. It was then unified together by hex-editing parts of a couple different saves together; hex-editing was also used in a couple of cases to overcome limitations of the tools and finish off the features. Saving in the Jefferson Alley was accomplished with CLEO. And, as always, Samutz' GTASnP uploader was invaluable in helping with the design and testing.

Special thanks to GTA Phreak for his help with the gang war testing and for the inspriation behind the water features.

Supplement to the rules of the Chain Game (V 1.0 and V 2.0)

--- by crazyanurag & JAJ---

This supplement is designed to discuss some of the technicalities of the Chain Game's rules, and it was thought best to provide these in the original post.

(1) Abuse of the '3-mission' rule:

Callers are encouraged to understand the basic ethos of the Chain Game. One should only call a mission, once the previous caller has completed his/her called mission and posted the new save. That's the basic idea of the chain: a new link can only be attached as long as the previous one is bound. Hence, to call a mission while a previous one is being completed, defeats the entire logic of the chain. In such a case, one can actually wait around and call every 5th mission beforehand, and negate the possibility of others to call the mission. This seems to be a fine loophole of the 3-mission rule, which callers should not exploit. Let's also consider the fact that when a mission/turn is called that the 3 hour timer has started.

The above missions are all cut scenes in the Catalina strand in the Badlands. The icons for her missions trigger each of these, in sequence, though it is up to the caller to decide which of Catalina's jobs they'd want to pull off. In each such case, the caller should call the cut scene (like "First date") and also the job (e.g.: "Local Liquor Store"). The format should be: Missions: First Date/Local Liquor Store. The caller can't help but do a 'double', so to say, as one can't save after the cut scenes, and in these cases the 'one named mission' rule is exempted.

•"Back to School" •"Learning to Fly" •"Boat School" •"Bike School"

The above vehicular schools are comprised of 'named' tests (e.g.: "Burn and Lap", "Circle the Airstrip", "Land, Sea, and Air", "Stoppie" etc.). Callers should take note that 'named' tests are not equivalent to 'named missions'. Hence, callers should call schools and not particular tests, even though it may seem, for some, to be against the 'one named mission' rule. To call and do one single test, or only a set of two/three tests, would only add confusion to future callers, and be an impediment to the progress of the Chain Game. Callers also note: in the posting format, you should use "Back to School" and "Learning to Fly" and not 'Driving School' and 'Flying School'.

• The 'CV' icon at Wang Auto after "Back to School" and "Yay Ka Boom Boom" are completed

This one's a little different from the first four, as even though an icon appears for Cesar on the map, and you go to the dealership at Doherty, it is not followed by a mission, and instead opens up Cesar's strand at San Fierro. This is different, also, from "Verdant Meadows" because even though the mechanic involved is the same, the latter is a named mission, while this is not. Callers may buy Wang Auto after the completion of "Back to School" or "Yay Ka Boom Boom" (whichever is done later), and this will not be considered as a violation of the 'one named mission' rule. Alternatively, callers may buy it before starting "Zeroing In", if it wasn't purchased beforehand.

• Dating : All callers can help CJ progress with any of the 6 girlfriends in the game. It does not have to be called separately, and if it is, then the '3 hour' rule will apply as always. It is best not to alter CJ physically and instead collect all oysters as soon as possible to make him forever desirable.

• Import/Export : All callers are allowed to participate in exporting cars, and this does not have to be called separately. Callers, however, must remain true to the spirit of the Chain Game and only export cars when full earnings can be availed. Do not export damaged cars. Callers can also help by storing cars on the lists beforehand as and when they come across these. The Cheetah and the Huntley are probably best to stock up early.

• Turf Wars/Gang Wars : These can be separately called for, and also be completed otherwise. The second round of wars in Los Santos should be completed before "Riot", as this saves a lot of trouble and makes the last few missions speedier. The posting format for these would be: Mission: Gang Wars.

Have fun playing!

I would like to thank crazyanurag, ajkhan316', Plaka, Tornado Rex, & wolf68k for helping put this together. Also thanks to:OrionSR & pdescobar for the starting save.meth. for the 100% checklist.pdescobar for the banner artwork.Samutz for the [SnP] Uploader/Downloader.pdescobar for the V2 conversion program. I got the idea for the Chain Game from Orion_SR 08/05.

JAJ

Chain Game 26 Feature ListNotes: Major changes from previous rounds and items which were not previously listed are colored yellow . Also, more may be added throughout the round.

Armory Hideouts -- Some safehouses and some other interiors are now linked through their wardrobes to a special "armory." This armory contains high-ammo pickups for the most used weapons in the game as well as a health pickup and it also has a wardrobe so you can still change your clothes (or get armor) there.

Small 24-7 in West Mulholland, LS

Whetstone Farm Safehouse; can be used at the start but must still be purchased to reach 100% completion

Vank Hoff Hotel Safehouse in Queens, SF; must be purchased to be used

Big Pointy Building in Downtown SF (if you take the marker back down after going to the top)

Sherman Dam between entry marker on top of the dam and the Generator Room interior.

Caligula's Roof (North marker; South one still goes to the Roof)

Teleport Markers -- Some markers which used to link to shops now allow quick warping between far-off areas of the map. All portals which lead towards LS and Red County allow bikes and all portals which lead towards other areas allow both bikes and cars. However, most of these markers are quite close to the buildings they used to allow entry to and it may be difficult or even impossible to get a car to go through. Bikes should work for all although you may have to nearly drive up the wall to get it to register.

The 69-cent store near Unity Station, LS connects with the unmarked barber shop in El Quebrados

The 24-7 at the truckstop in Whetstone (near Angel Pine) connects with the unmarked Montgomery Pizza Stack.

The Binco in Juniper Hill, SF connects with the Binco at the North end of the Strip in LV

The Victim in Rodeo, LS connects with the Victim in Downtown SF.

The SubUrban in Jefferson, LS connects with the SubUrban in Creek, LV

Enlarged Garages -- Many safehouse garages have been expanded in (virtual) size so that vehicles can fit on the roof as well as inside. This allows you to save small air vehicles as well as cars. Note that you can only see vehicles on the roof if the door is open. The capacity of the garages cannot been changed and is still limited to 4 total vehicles each.

Mulholland Safehouse Garage enlarged

El Corona Safehouse Garage enlarged

Palomino Creek Safehouse Garage enlarged

Dillimore Safehouse Garage enlarged

Doherty Garage enlarged

Whitewood Estates Safehouse Garage enlarged

Rockshore West Safehouse Garage enlarged

New/Altered Garages -- One safehouse garage has been moved to a new location as a special "dock" garage which can save boats as well as land/air vehicles and some previously mission-only garages have been assigned new subversive duties.

The Redsands Safehouse garage has been disabled and replaced with a dock garage at Toreno's Ranch. This dock is marked on the map with an anchor icon and special objects have been placed on the map at the corners of the garage to mark its boundaries. The dock garage is usable from the start of the game, even before Toreno's place gets a save icon.

The smaller garage at the Verdant Meadows Airstrip is now open from the start of the game. Much like the Doherty garage, this gives you a place to stash a car for 4-star fun.

The Palomino Creek Safehouse garage is also open from the start of the game.

The garage in the alley in El Corona used during the mission Los Desperados has been internally renamed and turned into a bomb shop (remote detonation bombs.) It will remain operational even after the mission is passed.

The garage behind Cesar's house in El Corona has been turned into a bomb shop (ignition trigger bombs;) it will also be opertational for the entire game.

Enlarged Pay'n'Sprays -- Some Pay'n'Sprays now have a larger size so that air vehicles can be sprayed by landing on the roof.

Dillimore PnS enlarged

Juniper Hollow PnS enlarged

New/Altered Pay'n'Sprays -- A Pay'n'Spray that is normally locked and unused has been relocated and enlarged; this is a normal PnS. Also, several previously mission-only garages have been assigned spray duties for some of the time; these function the same as Michelle's PnS -- they are free and display the "girlfriend has fixed your vehicle" message. Note that free Pay'n'Sprays still require that you have at least $100 in your pocket even though they do not charge you.

A previously unused PnS has been moved to East LV behind the Dance Club. It is marked on the radar with the standard spray icon and functions normally. However, it has no visible door so at ground level it is accessible from 3 directions and the changed camera angle can be a little tricky to deal with. Also, it is large enough that air (or other) vehicles which land on the roof will be sprayed as well.

The Downtown LS garage used in the mission Life's a Beach functions as a free PnS during the early part of the game. Once that mission is passed, the garage closes.

The garage next to the Angel Pine Ammu-Nation used in the mission Puncture Wounds (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes.

The garage in Ocean Flats, SF (a block South of Wheel Arch Angels) used in the mission T-Bone Mendez (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes.

The garage next to Woozie's shop in Chinatown, SF intended for the mission Ran Fa Li but never actually used in the standard game functions as a free PnS; this garage has been internally renamed and remains open for the entire game.

The garage in Las Brujas, Bone County used in the mission Interdiction functions as a free PnS. When you pass the mission the garage door comes down, but the door is unsolid. Thus you can walk through it back into the garage and get in the vehicle you just left, or drive something else through the door later to get the door to stay open. So this PnS is accessible the entire game.

Michelle's Pay n SPray is now opened from the start of the game but it doesn't become free until she's your girlfriend.

New Objects & Interiors -- Some extra stuff added to the map.

SFPD Interior -- The Dillimore Police Station now links to the previously-unused SFPD Interior. Note that the displayed name will still say "LSPD Headquarters" when you enter it, but it functions normally. As with other police interiors, there are several pickups inside and if you pull out a gun, they'll hit you with a 2-star wanted level.

Sunken Pirate Ship -- In the murky waters below the Dock Garage (see above) at Toreno's Ranch you'll find a sunken wreck. It's best to explore using the Underwater Glitch though since diving pretty much requires max lung capacity and health to survive.

Dock Garage Boundaries -- Some flaming skulls and some lightposts mark the corners of the Dock Garage; they look especially cool at night.

Boat Jump Ramps -- There are more than a dozen boat ramps scattered throughout SA's waterways for stunting with a fast boat.

Truth's crops are there at the start of the game; you can burn them down if you wish (just for fun) and they should reappear if you restart SA and load a Chain Game 23 save again. If playing the forum saves with the version 2 exe, the crops will be permanently destroyed following the mission Are You Going to San Fierro? but players using the version 1 exe should still see them until Yay Ka-Boom-Boom is passed. If playing the Independent Play saves, the crops should not exist after Are You Going to San Fierro? regardless of exe version.

The floor of the ground level of Big Smoke's Crack Palace is solid at the start of the game.

Bug fixes

The save disk in Madd Dogg's Mansion has been moved from the location near the back door to the first room on the left ("the library"). Whille still near the door, this location is far enough away from the interior basketball court that it should prevent the Basketball Glitch; thus saving at Madd Dogg's place is no longer discouraged in the Chain Game.

The armor pickup in the dark room opposite the recording studio in Madd Dogg's mansion will now respawn if picked up; in the orginal game once you grabbed it, it was gone.

A bribe inaccessible in the standard game has been moved to the narrow alley behind the SF Fire Station; long-time Chain Game players may remember this location from previous rounds.

Early Access -- Missions, locations, and other things made available earlier to expand what can be done at the start of the game.

Basketballs spawn on all the courts at the start of the game so you can play the basketball minigames earlier.

All Race Tournaments (i.e. Street Races) are available at the start of the game; barriers between islands may render some of them difficult or even impossible.

Bike School and Boat School are open at the start of the game. Driving School is marked on the radar but cannot be attempted until the mission Wear Flowers in Your Hair is passed; note that you will not receive the phonecall from Jethro about the driving school following the Deconstruction mission.

SF and LV car mod shops are open at the start of the game but they will not be marked on the radar until the storyline "officially" opens them; LS mod shops remain inaccessible until Cesar Vialpando is passed.

All gyms are open at the start of the game but will not be marked on radar until the mission Drive Thru is passed.

Several safehouses are open earlier than normal.

The Johnson House is open at the start of the game; thus you can save there prior to completing the mission Big Smoke

The Palomino Creek Safehouse is open from the start of the game even though it can't yet be purchased; you will still have to buy it later to reach 100% completion.

The Whetstone Farm Safehouse is open from the start of the game even though it can't yet be purchased; you will still have to buy it later to reach 100% completion.

Also, most of the Armory Hideouts (see above) are open from the start.

Several (mostly mission-related) interiors are accessible at the start of the game but may close later.

Zero's RC Shop is open from the start and probably won't close.

Crack Den is open from the start but will close once Cleaning the Hood is attempted.

Madd Dogg's Crib is open from the start but will close once Madd Dogg's Rhymes is attempted and will remain closed until A Home in the Hills is passed.

Vagos Gang House is open from the start but will close once Burning Desire is attempted.

The Pleasure Domes club is open from the start of the game but will close once Ice Cold Killa is attempted.

Sindacco Abattoir is open from the start but will close once The Meat Business is attempted.

Planning Department is open from the start but will close once Architectural Espionage is attempted.

Big Smoke's Crack Palace is open from the start of the game and should never close.

Unique Stunt Jumps -- The original game's unique stunt jumps are gradually being replaced by our own jumps. Some of these highlight ways to get in and out of hard-to-reach places, others showcase special features of the modification, a few encourage participation in the Chain Game Rallies, and some are just cool. There are currently 19 new jumps; because these all replace original jumps, the count remains at 70 and SAMA will properly display all of them. Note that the two most difficult jumps from rounds 22 and 23 have been replaced with easier-to-complete jumps in the same area.

LV Pyramid to PnS

Isolated Mound South of Montgomery

Jump over plane at LS Airport

Tunnel into SF Airport

Mt Bike Rooftop jump in Downtown SF

NRG Rooftop jump in Downtown SF

Underwater Mound in Red County

Fern Narrows jump

Isolated Tree near Blueberry

Early LV access jump

Yacht Harbor Sign at Santa Maria Pier

LS Airport Roof

LV Fuel Depot (KACC)

Fallen Tree in Panopticon

Speed or Splash; South of Blueberry

Foster Mall

Foster River

Shady Creek North

Shady Creek Delta

New Pickups -- We've added a few new pickups to spice up the game; most are located in the Armory Hideout, but there is some interesting stuff outside too. Note that pickups marked "fast respawn" will generally regenerate in less than a minute although you do have to leave the immediate area and come back to grab them again; weapons which have shared ammo with others in their class cannot be marked "fast respawn" however because of the possibility of nullifying their ammo count.

Armory Hideout

9mm Pistol; 500 ammo (fast respawn)

Silenced Pistol; 500 ammo (fast respawn)

Desert Eagle; 500 ammo (fast respawn)

Tec-9; 500 ammo

Micro SMG (uzi); 500 ammo

SMG (MP5); 1000 ammo

Chrome Shotgun; 500 ammo

Sawn-off Shotgun; 500 ammo

Combat Shotgun; 500 ammo

AK-47; 1000 ammo

M-4; 1000 ammo

Sniper Rifle; 250 ammo (fast respawn)

Molotovs; 100 ammo (fast respawn)

Teargas; 100 ammo (fast respawn)

RPG; 250 ammo (fast respawn)

Heat-Seeker; 250 ammo (fast respawn)

FlameThrower; 2000 ammo (fast respawn)

Minigun; 1500 ammo (fast respawn)

Health (fast respawn)

Knife (fast respawn)

Parachute (fast respawn)

IR Goggles (fast respawn)

Jetpacks

LS Jetpack; by tree next to Johnson House

SF Jetpack; Chinatown rooftop -- requires some clever climbing

LV Jetpack; Clowns Pocket rooftop

Adrenaline Pills -- work similar to pills in previous games; time slows for CJ for a brief time and he's a little more powerful.

Adrenaline Pill (fast respawn) in Jefferson; by train tracks across from church

Seven new bribes have been added along the waterways to spice up the boat stunts.

Tweaked Original Pickups

The parachute on top of the Antenna Tower by the Big Ear is now set to fast respawn.

The parachute on top of SF Big Pointy Building is now set to fast respawn.

The parachute on top of Garver Bridge is now set to fast respawn.

Removed Original Pickups

Eight canes from the original game have been removed to make room for our additions; there are still at least 2 cane pickups in each of the major cities.

Player Attributes -- Stats, skills and other things related to the player himself.

All the buyable clothing is available in your wardrobe at the start of the game.

Armor increased by 100; this means that an armor pickup prior to the vigilante mission will give you 200 armor and one after completing vigilante will give you 250 armor.

CJ starts with 16% Driving Skill (8-Track requires 20%)

CJ starts with 16% Flying Skill (the airport gates require 18%)

Vehicles

Special Vehicles -- Several safehouse garages have been seeded with unique vehicles to serve particular purposes such as 4-star fun or Chain Game Rallies; many have custom wheels and extra NOS and those with green colorings usually have some sort of proofing as well.

The starting save loads in the Jefferson Alley at 6:30 (or very close to 6:30). The blinking radar & message to head towards Grove St are both intact, as is the Grove St arrival audio. Also, the in-game map "graying" is intact.

The four arcade games have special messages embedded in the initial high-score list.

JAJ

I'll take a turnMission:Nines & Ak's; Little LoopPlayed by: JAJLink:<GTASnP>Status:CompletedNotes:respect gained mission reward$10000 for Little Loopsprayed the remaining tags*a few extra saves due to a few crashes*Completion %:9.09%

*Set the graphics to 'very high' from being 'medium' & it didn't crash after that.

gtamodder

Another forfeit. The scripts don't work, I replaced the main.scm and script.img V1 With v2, and loaded game, and it crashes. I never had this trouble in XP, Only Vista, So I'll be back up when I get XP Installed, which should be by Friday.